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InputText: Actually flip the is_keyboard_hidden flag properly
MultiInputDialog does a close -> show in the same callback, so if we don't actually keep it in sync with the actual state, we lose the keyboard and essentially softlock the UI, which is Very Bad(TM). NOTE: InputDialog has its own keyboard_hidden flag, and it looks... fairly nightmarish.
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@@ -64,7 +64,7 @@ local InputText = InputContainer:extend{
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for_measurement_only = nil, -- When the widget is a one-off used to compute text height
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do_select = false, -- to start text selection
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selection_start_pos = nil, -- selection start position
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is_keyboard_hidden = false, -- to be able to show the keyboard again when it was hidden
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is_keyboard_hidden = true, -- to be able to show the keyboard again when it was hidden. (On init, it's the caller's responsibility to call onShowKeyboard, as far as we're concerned, it's hidden)
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}
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-- These may be (internally) overloaded as needed, depending on Device capabilities.
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@@ -132,9 +132,8 @@ local function initTouchEvents()
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if self.parent.onSwitchFocus then
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self.parent:onSwitchFocus(self)
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else
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if self.is_keyboard_hidden == true then
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if self.is_keyboard_hidden then
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self:onShowKeyboard()
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self.is_keyboard_hidden = false
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end
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end
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-- zh keyboard with candidates shown here has _frame_textwidget.dimen = nil.
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@@ -677,8 +676,12 @@ dbg:guard(InputText, "onTextInput",
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function InputText:onShowKeyboard(ignore_first_hold_release)
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Device:startTextInput()
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self.keyboard.ignore_first_hold_release = ignore_first_hold_release
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UIManager:show(self.keyboard)
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if self.is_keyboard_hidden then
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self.keyboard.ignore_first_hold_release = ignore_first_hold_release
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UIManager:show(self.keyboard)
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self.is_keyboard_hidden = false
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end
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return true
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end
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